+1 vote

To avoid cheating and hacking I want to run the game on the client side for speed but also on the server to compare to make sure they aren't hacking or cheating. Is this the best way?

in Engine by (452 points)

1 Answer

0 votes

I would rather go with the battle-tested client prediction/server reconciliation model.

by (20 points)

Ya thats what I'm gonna do. Does this take a lot of computing power to do?

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